mirror of
https://github.com/isledecomp/isle.pizza.git
synced 2026-03-01 06:17:38 +00:00
Extract BaseRenderer to deduplicate actor and vehicle renderers
- Extract shared Three.js setup, lighting, texture, geometry, and animation loop code into BaseRenderer base class (~170 lines) - Deduplicate WdbParser.parseGlobalParts via parsePartData delegation - Consolidate lego brown/lt grey into shared LegoColors constant - Remove dead code: updatePartColor, SUFFIX_NAMES, CharacterType, getCharacterType, partToLODIndex, unused imports and re-exports - Simplify updateCharacter and resolve methods by removing unnecessary defensive checks on frozen data and bounded UI inputs - Extract actorKey helper in ActorEditor to deduplicate key computation - Delete unused animations/manifest.json
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@ -1,16 +0,0 @@
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{
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"walkAnimations": {
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"xx": "CNs001xx.ani",
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"Pe": "CNs001Pe.ani",
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"Ma": "CNs001Ma.ani",
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"Pa": "CNs001Pa.ani",
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"Ni": "CNs001Ni.ani",
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"La": "CNs001La.ani",
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"Br": "CNs001Br.ani",
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"Bd": "CNs001Bd.ani",
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"Pg": "CNs001Pg.ani",
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"Rd": "CNs001Rd.ani",
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"Sy": "CNs001Sy.ani",
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"Sk": "CNs001Sk.ani"
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}
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}
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@ -4,7 +4,8 @@
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*/
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import { SaveGameParser } from './SaveGameParser.js';
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import { BinaryWriter } from './BinaryWriter.js';
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import { GameStateTypes, GameStateSizes, Actor, Act1TextureOrder, CharacterFieldOffsets, CHARACTER_RECORD_SIZE } from '../savegame/constants.js';
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import { GameStateTypes, GameStateSizes, Actor, Act1TextureOrder } from '../savegame/constants.js';
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import { CharacterFieldOffsets, CHARACTER_RECORD_SIZE } from '../savegame/actorConstants.js';
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/**
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* Offsets for header fields
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@ -466,25 +467,12 @@ export class SaveGameSerializer {
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* @param {number} characterIndex - Character index (0-65)
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* @param {string} field - Field name from CharacterFieldOffsets
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* @param {number} value - New value
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* @param {ArrayBuffer} [buffer] - Optional buffer to use
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* @returns {ArrayBuffer|null} - Modified buffer or null on error
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* @returns {ArrayBuffer} - Modified buffer
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*/
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updateCharacter(characterIndex, field, value, buffer = null) {
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if (characterIndex < 0 || characterIndex > 65) {
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console.error(`Invalid character index: ${characterIndex}`);
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return null;
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}
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const fieldOffset = CharacterFieldOffsets[field];
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if (fieldOffset === undefined) {
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console.error(`Unknown character field: ${field}`);
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return null;
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}
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const workingBuffer = buffer || this.createCopy();
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updateCharacter(characterIndex, field, value) {
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const workingBuffer = this.createCopy();
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const view = new DataView(workingBuffer);
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const offset = this.parsed.charactersOffset + (characterIndex * CHARACTER_RECORD_SIZE) + fieldOffset;
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const offset = this.parsed.charactersOffset + (characterIndex * CHARACTER_RECORD_SIZE) + CharacterFieldOffsets[field];
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if (field === 'sound' || field === 'move') {
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view.setInt32(offset, value, true);
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@ -130,37 +130,15 @@ export class WdbParser {
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}
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/**
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* Parse global parts block (same structure as parsePartData but inline)
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* Parse global parts block (same structure as parsePartData)
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* @param {number} size - Size of global parts block
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* @returns {{ parts: Array, textures: Array }}
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*/
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parseGlobalParts(size) {
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const startOffset = this.reader.tell();
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const textureInfoOffset = this.reader.readU32();
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const numRois = this.reader.readU32();
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const parts = [];
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for (let i = 0; i < numRois; i++) {
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const nameLen = this.reader.readU32();
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const name = this.readCleanString(nameLen);
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const numLods = this.reader.readU32();
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const roiInfoOffset = this.reader.readU32();
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const lods = [];
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for (let j = 0; j < numLods; j++) {
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lods.push(this.parseLod());
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}
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parts.push({ name, lods });
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}
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this.reader.seek(startOffset + textureInfoOffset);
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const textures = this.parseTextureInfo();
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// Ensure we've consumed the full block
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const result = this.parsePartData(startOffset);
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this.reader.seek(startOffset + size);
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return { parts, textures };
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return result;
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}
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/**
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@ -1,18 +1,8 @@
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import * as THREE from 'three';
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import { ActorLODs, ActorLODFlags, ActorInfoInit, partToLODIndex } from '../savegame/actorConstants.js';
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import { ActorLODs, ActorLODFlags, ActorInfoInit } from '../savegame/actorConstants.js';
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import { LegoColors } from '../savegame/constants.js';
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import { parseAnimation } from '../formats/AnimationParser.js';
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// Extended LEGO colors (includes brown and lt grey not in the vehicle editor)
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const ExtendedLegoColors = Object.freeze({
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'lego black': { r: 0x21, g: 0x21, b: 0x21 },
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'lego blue': { r: 0x00, g: 0x54, b: 0x8c },
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'lego green': { r: 0x00, g: 0x78, b: 0x2d },
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'lego red': { r: 0xcb, g: 0x12, b: 0x20 },
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'lego white': { r: 0xfa, g: 0xfa, b: 0xfa },
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'lego yellow': { r: 0xff, g: 0xb9, b: 0x00 },
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'lego brown': { r: 0x4a, g: 0x23, b: 0x00 },
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'lego lt grey': { r: 0xc0, g: 0xc0, b: 0xc0 }
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});
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import { BaseRenderer } from './BaseRenderer.js';
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/**
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* Map actor index to animation suffix index (from g_characters[].m_unk0x16).
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@ -40,11 +30,6 @@ const ACTOR_SUFFIX_INDEX = (() => {
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return map;
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})();
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/**
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* Suffix names indexed by g_cycles row index.
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*/
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const SUFFIX_NAMES = ['xx', 'Pe', 'Ma', 'Pa', 'Ni', 'La', 'Br', 'Bd', 'Pg', 'Rd', 'Sy'];
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/**
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* g_cycles[11][17] — animation name table from legoanimationmanager.cpp.
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* Rows = character type suffix index, columns = sound + 4 * move (0-16).
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@ -95,72 +80,19 @@ const PART_NAME_TO_ANIM_NODE = {
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* Renderer for full LEGO characters assembled from WDB global parts.
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* Mirrors the game's LegoCharacterManager::CreateActorROI logic.
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*/
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export class ActorRenderer {
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export class ActorRenderer extends BaseRenderer {
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constructor(canvas) {
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this.canvas = canvas;
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this.animating = false;
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this.modelGroup = null;
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super(canvas);
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this.partGroups = []; // 10 part groups for click targeting
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this.textures = new Map();
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this.clock = new THREE.Clock();
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this.mixer = null;
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this.currentAction = null;
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this.animationCache = new Map(); // suffix → parsed animation data
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this.scene = new THREE.Scene();
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this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
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this.camera.position.set(2, 0.8, 3.5);
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this.camera.lookAt(0, 0.2, 0);
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this.renderer = new THREE.WebGLRenderer({
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canvas,
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antialias: true,
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alpha: true
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});
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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this.renderer.setClearColor(0x000000, 0);
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this.raycaster = new THREE.Raycaster();
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this.setupLighting();
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}
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setupLighting() {
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const ambient = new THREE.AmbientLight(0xffffff, 0.8);
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this.scene.add(ambient);
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const sunLight = new THREE.DirectionalLight(0xffffff, 0.6);
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sunLight.position.set(1, 2, 3);
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this.scene.add(sunLight);
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}
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/**
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* Create a Three.js texture from parsed texture data
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*/
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createTexture(textureData) {
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const canvas = document.createElement('canvas');
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canvas.width = textureData.width;
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canvas.height = textureData.height;
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const ctx = canvas.getContext('2d');
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const imageData = ctx.createImageData(textureData.width, textureData.height);
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for (let i = 0; i < textureData.pixels.length; i++) {
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const colorIdx = textureData.pixels[i];
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const color = textureData.palette[colorIdx] || { r: 0, g: 0, b: 0 };
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imageData.data[i * 4 + 0] = color.r;
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imageData.data[i * 4 + 1] = color.g;
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imageData.data[i * 4 + 2] = color.b;
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imageData.data[i * 4 + 3] = 255;
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}
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ctx.putImageData(imageData, 0, 0);
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const texture = new THREE.CanvasTexture(canvas);
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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return texture;
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}
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/**
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@ -174,27 +106,22 @@ export class ActorRenderer {
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this.clearModel();
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const actorInfo = ActorInfoInit[actorIndex];
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if (!actorInfo) return;
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const charState = characters ? characters[actorIndex] : null;
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const charState = characters[actorIndex];
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// Build texture lookup
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this.textures.clear();
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if (globalTextures) {
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for (const tex of globalTextures) {
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if (tex.name) {
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this.textures.set(tex.name.toLowerCase(), this.createTexture(tex));
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}
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}
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}
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this.modelGroup = new THREE.Group();
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this.partGroups = [];
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// Assemble 10 body parts (matching CreateActorROI loop: i=0..9 maps to ActorLODs[1..10])
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for (let i = 0; i < 10; i++) {
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const lodIdx = partToLODIndex[i];
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const actorLOD = ActorLODs[lodIdx];
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const actorLOD = ActorLODs[i + 1];
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const part = actorInfo.parts[i];
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// Resolve part name for body (i=0) and hat (i=1)
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@ -235,7 +162,7 @@ export class ActorRenderer {
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this.partGroups[i] = partGroup;
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}
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this.centerAndScaleModel();
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this.centerAndScaleModel(1.8);
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// Rotate 180° around Y so actor faces the camera (negating X for
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// left-to-right-handed conversion flips the facing direction)
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this.modelGroup.rotation.y = Math.PI;
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@ -251,65 +178,38 @@ export class ActorRenderer {
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/**
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* Resolve which part geometry to use (body variant or hat type).
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* For body (i=0): partNameIndices[charState.hatPartNameIndex or default] → bodyPartNames index
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* For hat (i=1): partNameIndices[charState.hatPartNameIndex or default] → hatPartNames
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* The save file stores the index into the partNameIndices array.
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*/
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resolvePartName(part, charState, partIdx) {
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if (!part.partNameIndices || !part.partNames) return null;
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let nameIdx = part.partNameIndex; // default from actorInfoInit
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// For body (part 0): the partNameIndex selects from bodyPartNames
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// For hat (part 1): the partNameIndex selects from hatPartNames
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// The save file overrides hatPartNameIndex for part 1 only
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let nameIdx = part.partNameIndex;
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if (partIdx === 1 && charState) {
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nameIdx = charState.hatPartNameIndex;
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}
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if (nameIdx >= part.partNameIndices.length) {
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nameIdx = part.partNameIndex;
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}
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const resolvedIdx = part.partNameIndices[nameIdx];
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if (resolvedIdx === undefined || resolvedIdx >= part.partNames.length) {
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return part.partNames[part.partNameIndices[part.partNameIndex]];
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}
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return part.partNames[resolvedIdx];
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return part.partNames[part.partNameIndices[nameIdx]];
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}
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/**
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* Resolve the color or texture name for a part.
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* Uses nameIndices[nameIndex] → names[] (colorAliases or faceTextures/chestTextures)
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*/
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resolveNameValue(part, charState, partIdx) {
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if (!part.nameIndices || !part.names) return null;
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let nameIdx = part.nameIndex; // default
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let nameIdx = part.nameIndex;
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// Save file overrides specific fields
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if (charState) {
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switch (partIdx) {
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case 1: nameIdx = charState.hatNameIndex; break; // hat color
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case 2: nameIdx = charState.infogronNameIndex; break; // infogron color
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case 4: nameIdx = charState.armlftNameIndex; break; // arm left
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case 5: nameIdx = charState.armrtNameIndex; break; // arm right
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case 8: nameIdx = charState.leglftNameIndex; break; // leg left
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case 9: nameIdx = charState.legrtNameIndex; break; // leg right
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case 1: nameIdx = charState.hatNameIndex; break;
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case 2: nameIdx = charState.infogronNameIndex; break;
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case 4: nameIdx = charState.armlftNameIndex; break;
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case 5: nameIdx = charState.armrtNameIndex; break;
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case 8: nameIdx = charState.leglftNameIndex; break;
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case 9: nameIdx = charState.legrtNameIndex; break;
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}
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}
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if (nameIdx >= part.nameIndices.length) {
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nameIdx = part.nameIndex;
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}
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const resolvedIdx = part.nameIndices[nameIdx];
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if (resolvedIdx === undefined || resolvedIdx >= part.names.length) {
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return part.names[part.nameIndices[part.nameIndex]];
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}
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return part.names[resolvedIdx];
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return part.names[part.nameIndices[nameIdx]];
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}
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/**
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@ -337,7 +237,7 @@ export class ActorRenderer {
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if ((useColor || bodyUsesDefaultGeom) && !partTexture) {
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// Resolve LEGO color
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const colorEntry = ExtendedLegoColors[resolvedName] || ExtendedLegoColors['lego white'];
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const colorEntry = LegoColors[resolvedName] || LegoColors['lego white'];
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partColor = new THREE.Color(colorEntry.r / 255, colorEntry.g / 255, colorEntry.b / 255);
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}
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@ -383,113 +283,17 @@ export class ActorRenderer {
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}
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}
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/**
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* Create geometry from mesh data (same approach as VehiclePartRenderer)
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*/
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createGeometry(mesh, lod) {
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if (!mesh.polygonIndices || mesh.polygonIndices.length === 0) return null;
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const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
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const vertexIndicesPacked = [];
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for (const poly of mesh.polygonIndices) {
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vertexIndicesPacked.push(poly.a, poly.b, poly.c);
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}
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const textureIndicesFlat = [];
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if (hasTexture) {
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for (const texPoly of mesh.textureIndices) {
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textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
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}
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}
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const meshVertices = [];
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const meshNormals = [];
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const meshUvs = [];
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const indices = [];
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for (let i = 0; i < vertexIndicesPacked.length; i++) {
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const packed = vertexIndicesPacked[i];
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if ((packed & 0x80000000) !== 0) {
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indices.push(meshVertices.length);
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const gv = packed & 0xFFFF;
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const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
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meshVertices.push([-v.x, v.y, v.z]);
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const gn = (packed >>> 16) & 0x7fff;
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const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
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meshNormals.push([-n.x, n.y, n.z]);
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if (hasTexture && lod.textureVertices && lod.textureVertices.length > 0) {
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const tex = textureIndicesFlat[i];
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const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
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meshUvs.push([uv.u, 1 - uv.v]);
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}
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} else {
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indices.push(packed & 0xFFFF);
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}
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}
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// Reverse face winding
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for (let i = 0; i < indices.length; i += 3) {
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const temp = indices[i];
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indices[i] = indices[i + 2];
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indices[i + 2] = temp;
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.Float32BufferAttribute(meshVertices.flat(), 3));
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geometry.setAttribute('normal', new THREE.Float32BufferAttribute(meshNormals.flat(), 3));
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geometry.setIndex(indices);
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if (hasTexture && meshUvs.length > 0) {
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geometry.setAttribute('uv', new THREE.Float32BufferAttribute(meshUvs.flat(), 2));
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}
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return geometry;
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}
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/**
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* Apply position/direction/up transform from ActorLOD data.
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* The game uses CalcLocalTransform with direction/up vectors.
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*/
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applyPartTransform(group, actorLOD) {
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const pos = actorLOD.position;
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const dir = actorLOD.direction;
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const up = actorLOD.up;
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// Build right vector = cross(dir, up)
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const right = new THREE.Vector3(
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dir[1] * up[2] - dir[2] * up[1],
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dir[2] * up[0] - dir[0] * up[2],
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dir[0] * up[1] - dir[1] * up[0]
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);
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// Negate X for our coordinate system (matching VehiclePartRenderer's -v.x)
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group.position.set(-pos[0], pos[1], pos[2]);
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}
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/**
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* Update a single part's color without full reload
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*/
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updatePartColor(partIndex, colorName) {
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const partGroup = this.partGroups[partIndex];
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if (!partGroup) return;
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const colorEntry = ExtendedLegoColors[colorName] || ExtendedLegoColors['lego white'];
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const threeColor = new THREE.Color(colorEntry.r / 255, colorEntry.g / 255, colorEntry.b / 255);
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partGroup.traverse((child) => {
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if (child instanceof THREE.Mesh && child.material && !child.material.map) {
|
||||
child.material.color = threeColor;
|
||||
}
|
||||
});
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get which body part was clicked
|
||||
* @returns {number} Part index (0-9) or -1 if nothing hit
|
||||
@ -550,9 +354,9 @@ export class ActorRenderer {
|
||||
const pg = this.partGroups[i];
|
||||
if (!pg) continue;
|
||||
const lodName = pg.userData.lodName;
|
||||
const animName = PART_NAME_TO_ANIM_NODE[lodName];
|
||||
if (animName) {
|
||||
nodeToPartGroup.set(animName.toLowerCase(), pg);
|
||||
const animNodeName = PART_NAME_TO_ANIM_NODE[lodName];
|
||||
if (animNodeName) {
|
||||
nodeToPartGroup.set(animNodeName.toLowerCase(), pg);
|
||||
}
|
||||
}
|
||||
|
||||
@ -564,7 +368,7 @@ export class ActorRenderer {
|
||||
this.currentAction = this.mixer.clipAction(clip);
|
||||
this.currentAction.play();
|
||||
} catch (e) {
|
||||
// Animation unavailable — fall back to rotation (handled in animate())
|
||||
// Animation unavailable — fall back to rotation (handled in updateAnimation())
|
||||
}
|
||||
}
|
||||
|
||||
@ -802,41 +606,10 @@ export class ActorRenderer {
|
||||
|
||||
// ─── Scene Management ────────────────────────────────────────────
|
||||
|
||||
centerAndScaleModel() {
|
||||
if (!this.modelGroup) return;
|
||||
|
||||
const box = new THREE.Box3().setFromObject(this.modelGroup);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
this.modelGroup.position.sub(center);
|
||||
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
if (maxDim > 0) {
|
||||
const scale = 1.8 / maxDim;
|
||||
this.modelGroup.scale.setScalar(scale);
|
||||
}
|
||||
}
|
||||
|
||||
clearModel() {
|
||||
this.stopAnimation();
|
||||
|
||||
if (this.modelGroup) {
|
||||
this.modelGroup.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.geometry?.dispose();
|
||||
child.material?.dispose();
|
||||
}
|
||||
});
|
||||
this.scene.remove(this.modelGroup);
|
||||
this.modelGroup = null;
|
||||
}
|
||||
super.clearModel();
|
||||
this.partGroups = [];
|
||||
|
||||
for (const texture of this.textures.values()) {
|
||||
texture.dispose();
|
||||
}
|
||||
this.textures.clear();
|
||||
}
|
||||
|
||||
start() {
|
||||
@ -845,14 +618,7 @@ export class ActorRenderer {
|
||||
this.animate();
|
||||
}
|
||||
|
||||
stop() {
|
||||
this.animating = false;
|
||||
}
|
||||
|
||||
animate = () => {
|
||||
if (!this.animating) return;
|
||||
requestAnimationFrame(this.animate);
|
||||
|
||||
updateAnimation() {
|
||||
const delta = this.clock.getDelta();
|
||||
|
||||
if (this.mixer) {
|
||||
@ -861,14 +627,6 @@ export class ActorRenderer {
|
||||
// Fallback: rotate if no animation loaded
|
||||
this.modelGroup.rotation.y += 0.01;
|
||||
}
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
resize(width, height) {
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(width, height, false);
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
209
src/core/rendering/BaseRenderer.js
Normal file
209
src/core/rendering/BaseRenderer.js
Normal file
@ -0,0 +1,209 @@
|
||||
import * as THREE from 'three';
|
||||
|
||||
/**
|
||||
* Base renderer providing shared Three.js setup, lighting, texture creation,
|
||||
* geometry building, and animation loop for LEGO model viewers.
|
||||
*/
|
||||
export class BaseRenderer {
|
||||
constructor(canvas) {
|
||||
this.canvas = canvas;
|
||||
this.animating = false;
|
||||
this.modelGroup = null;
|
||||
this.textures = new Map();
|
||||
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
|
||||
|
||||
this.renderer = new THREE.WebGLRenderer({
|
||||
canvas,
|
||||
antialias: true,
|
||||
alpha: true
|
||||
});
|
||||
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
this.renderer.setClearColor(0x000000, 0);
|
||||
|
||||
this.setupLighting();
|
||||
}
|
||||
|
||||
setupLighting() {
|
||||
const ambient = new THREE.AmbientLight(0xffffff, 0.8);
|
||||
this.scene.add(ambient);
|
||||
|
||||
const sunLight = new THREE.DirectionalLight(0xffffff, 0.6);
|
||||
sunLight.position.set(1, 2, 3);
|
||||
this.scene.add(sunLight);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a Three.js texture from parsed texture data
|
||||
*/
|
||||
createTexture(textureData) {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = textureData.width;
|
||||
canvas.height = textureData.height;
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
const imageData = ctx.createImageData(textureData.width, textureData.height);
|
||||
for (let i = 0; i < textureData.pixels.length; i++) {
|
||||
const colorIdx = textureData.pixels[i];
|
||||
const color = textureData.palette[colorIdx] || { r: 0, g: 0, b: 0 };
|
||||
imageData.data[i * 4 + 0] = color.r;
|
||||
imageData.data[i * 4 + 1] = color.g;
|
||||
imageData.data[i * 4 + 2] = color.b;
|
||||
imageData.data[i * 4 + 3] = 255;
|
||||
}
|
||||
ctx.putImageData(imageData, 0, 0);
|
||||
|
||||
const texture = new THREE.CanvasTexture(canvas);
|
||||
texture.minFilter = THREE.NearestFilter;
|
||||
texture.magFilter = THREE.NearestFilter;
|
||||
texture.wrapS = THREE.RepeatWrapping;
|
||||
texture.wrapT = THREE.RepeatWrapping;
|
||||
return texture;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a single geometry from mesh data
|
||||
*/
|
||||
createGeometry(mesh, lod) {
|
||||
if (!mesh.polygonIndices || mesh.polygonIndices.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
|
||||
|
||||
const vertexIndicesPacked = [];
|
||||
for (const poly of mesh.polygonIndices) {
|
||||
vertexIndicesPacked.push(poly.a, poly.b, poly.c);
|
||||
}
|
||||
|
||||
const textureIndicesFlat = [];
|
||||
if (hasTexture) {
|
||||
for (const texPoly of mesh.textureIndices) {
|
||||
textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
|
||||
}
|
||||
}
|
||||
|
||||
const meshVertices = [];
|
||||
const meshNormals = [];
|
||||
const meshUvs = [];
|
||||
const indices = [];
|
||||
|
||||
for (let i = 0; i < vertexIndicesPacked.length; i++) {
|
||||
const packed = vertexIndicesPacked[i];
|
||||
|
||||
if ((packed & 0x80000000) !== 0) {
|
||||
indices.push(meshVertices.length);
|
||||
|
||||
const gv = packed & 0xFFFF;
|
||||
const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
|
||||
meshVertices.push([-v.x, v.y, v.z]);
|
||||
|
||||
const gn = (packed >>> 16) & 0x7fff;
|
||||
const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
|
||||
meshNormals.push([-n.x, n.y, n.z]);
|
||||
|
||||
if (hasTexture && lod.textureVertices && lod.textureVertices.length > 0) {
|
||||
const tex = textureIndicesFlat[i];
|
||||
const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
|
||||
meshUvs.push([uv.u, 1 - uv.v]);
|
||||
}
|
||||
} else {
|
||||
indices.push(packed & 0xFFFF);
|
||||
}
|
||||
}
|
||||
|
||||
// Reverse face winding
|
||||
for (let i = 0; i < indices.length; i += 3) {
|
||||
const temp = indices[i];
|
||||
indices[i] = indices[i + 2];
|
||||
indices[i + 2] = temp;
|
||||
}
|
||||
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
geometry.setAttribute('position', new THREE.Float32BufferAttribute(meshVertices.flat(), 3));
|
||||
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(meshNormals.flat(), 3));
|
||||
geometry.setIndex(indices);
|
||||
|
||||
if (hasTexture && meshUvs.length > 0) {
|
||||
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(meshUvs.flat(), 2));
|
||||
}
|
||||
|
||||
return geometry;
|
||||
}
|
||||
|
||||
centerAndScaleModel(scaleFactor) {
|
||||
if (!this.modelGroup) return;
|
||||
|
||||
const box = new THREE.Box3().setFromObject(this.modelGroup);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
this.modelGroup.position.sub(center);
|
||||
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
if (maxDim > 0) {
|
||||
const scale = scaleFactor / maxDim;
|
||||
this.modelGroup.scale.setScalar(scale);
|
||||
}
|
||||
}
|
||||
|
||||
clearModel() {
|
||||
if (this.modelGroup) {
|
||||
this.modelGroup.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.geometry?.dispose();
|
||||
child.material?.dispose();
|
||||
}
|
||||
});
|
||||
this.scene.remove(this.modelGroup);
|
||||
this.modelGroup = null;
|
||||
}
|
||||
|
||||
for (const texture of this.textures.values()) {
|
||||
texture.dispose();
|
||||
}
|
||||
this.textures.clear();
|
||||
}
|
||||
|
||||
start() {
|
||||
this.animating = true;
|
||||
this.animate();
|
||||
}
|
||||
|
||||
stop() {
|
||||
this.animating = false;
|
||||
}
|
||||
|
||||
animate = () => {
|
||||
if (!this.animating) return;
|
||||
requestAnimationFrame(this.animate);
|
||||
|
||||
this.updateAnimation();
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
/**
|
||||
* Override in subclasses for custom animation logic.
|
||||
* Called each frame before rendering.
|
||||
*/
|
||||
updateAnimation() {
|
||||
if (this.modelGroup) {
|
||||
this.modelGroup.rotation.y += 0.01;
|
||||
}
|
||||
}
|
||||
|
||||
resize(width, height) {
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(width, height, false);
|
||||
}
|
||||
|
||||
dispose() {
|
||||
this.animating = false;
|
||||
this.clearModel();
|
||||
this.renderer?.dispose();
|
||||
}
|
||||
}
|
||||
@ -1,43 +1,19 @@
|
||||
import * as THREE from 'three';
|
||||
import { LegoColors } from '../savegame/constants.js';
|
||||
import { resolveLods } from '../formats/WdbParser.js';
|
||||
import { BaseRenderer } from './BaseRenderer.js';
|
||||
|
||||
/**
|
||||
* Specialized renderer for LEGO vehicle parts
|
||||
* Renders ROI with proper textures - only colors meshes with INH prefix in textureName/materialName
|
||||
*/
|
||||
export class VehiclePartRenderer {
|
||||
export class VehiclePartRenderer extends BaseRenderer {
|
||||
constructor(canvas) {
|
||||
this.canvas = canvas;
|
||||
this.animating = false;
|
||||
this.modelGroup = null;
|
||||
super(canvas);
|
||||
this.colorableMeshes = []; // Meshes with INH prefix
|
||||
this.textures = new Map(); // Cache for loaded textures
|
||||
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100);
|
||||
this.camera.position.set(0, 0, 3);
|
||||
this.camera.lookAt(0, 0, 0);
|
||||
|
||||
this.renderer = new THREE.WebGLRenderer({
|
||||
canvas,
|
||||
antialias: true,
|
||||
alpha: true
|
||||
});
|
||||
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
this.renderer.setClearColor(0x000000, 0);
|
||||
|
||||
this.setupLighting();
|
||||
}
|
||||
|
||||
setupLighting() {
|
||||
const ambient = new THREE.AmbientLight(0xffffff, 0.8);
|
||||
this.scene.add(ambient);
|
||||
|
||||
const sunLight = new THREE.DirectionalLight(0xffffff, 0.6);
|
||||
sunLight.position.set(1, 2, 3);
|
||||
this.scene.add(sunLight);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -50,34 +26,6 @@ export class VehiclePartRenderer {
|
||||
return texName.startsWith('inh') || matName.startsWith('inh');
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a Three.js texture from parsed texture data
|
||||
*/
|
||||
createTexture(textureData) {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = textureData.width;
|
||||
canvas.height = textureData.height;
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
const imageData = ctx.createImageData(textureData.width, textureData.height);
|
||||
for (let i = 0; i < textureData.pixels.length; i++) {
|
||||
const colorIdx = textureData.pixels[i];
|
||||
const color = textureData.palette[colorIdx] || { r: 0, g: 0, b: 0 };
|
||||
imageData.data[i * 4 + 0] = color.r;
|
||||
imageData.data[i * 4 + 1] = color.g;
|
||||
imageData.data[i * 4 + 2] = color.b;
|
||||
imageData.data[i * 4 + 3] = 255;
|
||||
}
|
||||
ctx.putImageData(imageData, 0, 0);
|
||||
|
||||
const texture = new THREE.CanvasTexture(canvas);
|
||||
texture.minFilter = THREE.NearestFilter;
|
||||
texture.magFilter = THREE.NearestFilter;
|
||||
texture.wrapS = THREE.RepeatWrapping;
|
||||
texture.wrapT = THREE.RepeatWrapping;
|
||||
return texture;
|
||||
}
|
||||
|
||||
/**
|
||||
* Load part geometry with proper textures and colorable mesh detection
|
||||
* @param {object} roiData - Parsed ROI data with lods
|
||||
@ -105,7 +53,7 @@ export class VehiclePartRenderer {
|
||||
|
||||
this.createMeshesFromROI(roiData, threeLegoColor);
|
||||
|
||||
this.centerAndScaleModel();
|
||||
this.centerAndScaleModel(1.5);
|
||||
|
||||
this.scene.add(this.modelGroup);
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
@ -187,76 +135,6 @@ export class VehiclePartRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a single geometry from mesh data
|
||||
*/
|
||||
createGeometry(mesh, lod) {
|
||||
if (!mesh.polygonIndices || mesh.polygonIndices.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const hasTexture = mesh.textureIndices && mesh.textureIndices.length > 0;
|
||||
|
||||
const vertexIndicesPacked = [];
|
||||
for (const poly of mesh.polygonIndices) {
|
||||
vertexIndicesPacked.push(poly.a, poly.b, poly.c);
|
||||
}
|
||||
|
||||
const textureIndicesFlat = [];
|
||||
if (hasTexture) {
|
||||
for (const texPoly of mesh.textureIndices) {
|
||||
textureIndicesFlat.push(texPoly.a, texPoly.b, texPoly.c);
|
||||
}
|
||||
}
|
||||
|
||||
const meshVertices = [];
|
||||
const meshNormals = [];
|
||||
const meshUvs = [];
|
||||
const indices = [];
|
||||
|
||||
for (let i = 0; i < vertexIndicesPacked.length; i++) {
|
||||
const packed = vertexIndicesPacked[i];
|
||||
|
||||
if ((packed & 0x80000000) !== 0) {
|
||||
indices.push(meshVertices.length);
|
||||
|
||||
const gv = packed & 0xFFFF;
|
||||
const v = lod.vertices[gv] || { x: 0, y: 0, z: 0 };
|
||||
meshVertices.push([-v.x, v.y, v.z]);
|
||||
|
||||
const gn = (packed >>> 16) & 0x7fff;
|
||||
const n = lod.normals[gn] || { x: 0, y: 1, z: 0 };
|
||||
meshNormals.push([-n.x, n.y, n.z]);
|
||||
|
||||
if (hasTexture && lod.textureVertices && lod.textureVertices.length > 0) {
|
||||
const tex = textureIndicesFlat[i];
|
||||
const uv = lod.textureVertices[tex] || { u: 0, v: 0 };
|
||||
meshUvs.push([uv.u, 1 - uv.v]);
|
||||
}
|
||||
} else {
|
||||
indices.push(packed & 0xFFFF);
|
||||
}
|
||||
}
|
||||
|
||||
// Reverse face winding
|
||||
for (let i = 0; i < indices.length; i += 3) {
|
||||
const temp = indices[i];
|
||||
indices[i] = indices[i + 2];
|
||||
indices[i + 2] = temp;
|
||||
}
|
||||
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
geometry.setAttribute('position', new THREE.Float32BufferAttribute(meshVertices.flat(), 3));
|
||||
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(meshNormals.flat(), 3));
|
||||
geometry.setIndex(indices);
|
||||
|
||||
if (hasTexture && meshUvs.length > 0) {
|
||||
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(meshUvs.flat(), 2));
|
||||
}
|
||||
|
||||
return geometry;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update texture on meshes matching a given texture name
|
||||
* @param {string} textureName - Texture name to match (case-insensitive)
|
||||
@ -301,70 +179,8 @@ export class VehiclePartRenderer {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
centerAndScaleModel() {
|
||||
if (!this.modelGroup) return;
|
||||
|
||||
const box = new THREE.Box3().setFromObject(this.modelGroup);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
this.modelGroup.position.sub(center);
|
||||
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
if (maxDim > 0) {
|
||||
const scale = 1.5 / maxDim;
|
||||
this.modelGroup.scale.setScalar(scale);
|
||||
}
|
||||
}
|
||||
|
||||
clearModel() {
|
||||
if (this.modelGroup) {
|
||||
this.modelGroup.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.geometry?.dispose();
|
||||
child.material?.dispose();
|
||||
}
|
||||
});
|
||||
this.scene.remove(this.modelGroup);
|
||||
this.modelGroup = null;
|
||||
}
|
||||
super.clearModel();
|
||||
this.colorableMeshes = [];
|
||||
|
||||
for (const texture of this.textures.values()) {
|
||||
texture.dispose();
|
||||
}
|
||||
this.textures.clear();
|
||||
}
|
||||
|
||||
start() {
|
||||
this.animating = true;
|
||||
this.animate();
|
||||
}
|
||||
|
||||
stop() {
|
||||
this.animating = false;
|
||||
}
|
||||
|
||||
animate = () => {
|
||||
if (!this.animating) return;
|
||||
requestAnimationFrame(this.animate);
|
||||
|
||||
if (this.modelGroup) {
|
||||
this.modelGroup.rotation.y += 0.01;
|
||||
}
|
||||
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
resize(width, height) {
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(width, height, false);
|
||||
}
|
||||
|
||||
dispose() {
|
||||
this.animating = false;
|
||||
this.clearModel();
|
||||
this.renderer?.dispose();
|
||||
}
|
||||
}
|
||||
|
||||
@ -39,11 +39,6 @@ export const ActorPart = Object.freeze({
|
||||
LEGRT: 9
|
||||
});
|
||||
|
||||
// Mapping from ActorPart index to the ActorLOD that provides its transform.
|
||||
// ActorLODs[0] ("top") is the root and not directly a part.
|
||||
// Parts 0..9 map to ActorLODs[1..10] respectively.
|
||||
export const partToLODIndex = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
|
||||
|
||||
/**
|
||||
* g_actorLODs[11] — transform/bounding data for each body part position.
|
||||
* Fields: name, parentName, flags, boundingSphere[4], boundingBox[6],
|
||||
@ -145,24 +140,6 @@ export const colorAliases = [
|
||||
'lego white', 'lego black', 'lego yellow', 'lego red', 'lego blue', 'lego brown', 'lego lt grey', 'lego green'
|
||||
];
|
||||
|
||||
// Character type classification
|
||||
export const CharacterType = Object.freeze({
|
||||
STANDARD: 0,
|
||||
PEPPER: 1,
|
||||
INFOMAN: 2,
|
||||
GHOST: 3
|
||||
});
|
||||
|
||||
/**
|
||||
* Determine character type from actor index
|
||||
*/
|
||||
export function getCharacterType(actorIndex) {
|
||||
if (actorIndex === 0 || actorIndex === 56) return CharacterType.PEPPER; // pepper, pep
|
||||
if (actorIndex === 5) return CharacterType.INFOMAN;
|
||||
if (actorIndex >= 48 && actorIndex <= 53) return CharacterType.GHOST; // ghost, ghost01..05
|
||||
return CharacterType.STANDARD;
|
||||
}
|
||||
|
||||
// Reference names for the index arrays (used to build part configs)
|
||||
const HP = 'hatPartIndices';
|
||||
const PHP = 'pepperHatPartIndices';
|
||||
|
||||
@ -2,12 +2,6 @@
|
||||
* Constants and enums from KSY save file specifications
|
||||
*/
|
||||
|
||||
// Re-export actor constants
|
||||
export { ActorInfoInit, ActorLODs, ActorPart, ActorLODFlags, ActorPartLabels,
|
||||
CharacterType, getCharacterType, CharacterFieldOffsets, CHARACTER_RECORD_SIZE,
|
||||
hatPartNames, bodyPartNames, chestTextures, faceTextures, colorAliases
|
||||
} from './actorConstants.js';
|
||||
|
||||
// Save game file version (must match for valid saves)
|
||||
export const SAVEGAME_VERSION = 0x1000c; // 65548
|
||||
|
||||
@ -203,7 +197,9 @@ export const LegoColors = Object.freeze({
|
||||
'lego green': { r: 0x00, g: 0x78, b: 0x2d },
|
||||
'lego red': { r: 0xcb, g: 0x12, b: 0x20 },
|
||||
'lego white': { r: 0xfa, g: 0xfa, b: 0xfa },
|
||||
'lego yellow': { r: 0xff, g: 0xb9, b: 0x00 }
|
||||
'lego yellow': { r: 0xff, g: 0xb9, b: 0x00 },
|
||||
'lego brown': { r: 0x4a, g: 0x23, b: 0x00 },
|
||||
'lego lt grey': { r: 0xc0, g: 0xc0, b: 0xc0 }
|
||||
});
|
||||
|
||||
// LEGO color display names and order
|
||||
|
||||
@ -2,8 +2,7 @@
|
||||
import { onMount, onDestroy } from 'svelte';
|
||||
import { ActorRenderer } from '../../core/rendering/ActorRenderer.js';
|
||||
import { WdbParser, buildGlobalPartsMap } from '../../core/formats/WdbParser.js';
|
||||
import { ActorInfoInit, ActorPart, ActorPartLabels, colorAliases,
|
||||
CharacterFieldOffsets } from '../../core/savegame/actorConstants.js';
|
||||
import { ActorInfoInit, ActorPart } from '../../core/savegame/actorConstants.js';
|
||||
import { Actor } from '../../core/savegame/constants.js';
|
||||
import NavButton from '../NavButton.svelte';
|
||||
import EditorTooltip from '../EditorTooltip.svelte';
|
||||
@ -27,6 +26,9 @@
|
||||
$: actorName = actorInfo?.name || 'Unknown';
|
||||
$: charState = slot?.characters?.[actorIndex];
|
||||
|
||||
function actorKey(slotNumber, idx, cs) {
|
||||
return `${slotNumber}-${idx}-${cs.hatPartNameIndex}-${cs.hatNameIndex}-${cs.infogronNameIndex}-${cs.armlftNameIndex}-${cs.armrtNameIndex}-${cs.leglftNameIndex}-${cs.legrtNameIndex}-${cs.move}-${cs.sound}`;
|
||||
}
|
||||
|
||||
onMount(async () => {
|
||||
try {
|
||||
@ -67,9 +69,7 @@
|
||||
|
||||
// Reload actor when index or character state changes
|
||||
$: if (renderer && !loading && actorInfo && charState) {
|
||||
const cs = charState;
|
||||
const key = `${slot?.slotNumber}-${actorIndex}-${cs.hatPartNameIndex}-${cs.hatNameIndex}-${cs.infogronNameIndex}-${cs.armlftNameIndex}-${cs.armrtNameIndex}-${cs.leglftNameIndex}-${cs.legrtNameIndex}-${cs.move}-${cs.sound}`;
|
||||
if (key !== loadedActorKey) {
|
||||
if (actorKey(slot?.slotNumber, actorIndex, charState) !== loadedActorKey) {
|
||||
loadCurrentActor();
|
||||
}
|
||||
}
|
||||
@ -78,8 +78,7 @@
|
||||
if (!renderer || !globalPartsMap || !slot?.characters) return;
|
||||
|
||||
renderer.loadActor(actorIndex, slot.characters, globalPartsMap, globalTextures);
|
||||
const cs = slot.characters[actorIndex];
|
||||
loadedActorKey = `${slot?.slotNumber}-${actorIndex}-${cs.hatPartNameIndex}-${cs.hatNameIndex}-${cs.infogronNameIndex}-${cs.armlftNameIndex}-${cs.armrtNameIndex}-${cs.leglftNameIndex}-${cs.legrtNameIndex}-${cs.move}-${cs.sound}`;
|
||||
loadedActorKey = actorKey(slot?.slotNumber, actorIndex, slot.characters[actorIndex]);
|
||||
}
|
||||
|
||||
function prevActor() {
|
||||
|
||||
Loading…
Reference in New Issue
Block a user